HCI Unit 5 NOTES
HCI Unit 5 NOTES
UNIT 5
1.Write detailed note on cognitive models Goal and task
hierarchies.
Many models make use of a model of mental processing in which the user
achieves goals by solving subgoals in a divide-and-conquer fashion. We will
consider two models, GOMS and CCT, where this is a central feature. However,
we will see similar features in other models, such as TAG. Imagine we want to
produce a report on sales of introductory HCI textbooks. To achieve this goal we
divide it into several subgoals, say gathering the data together, producing the
tables and histograms, and writing the descriptive material. find the names of all
introductory HCI textbooks and then search the book sales database for these
books. Similarly, each of the other subgoals is divided up into further subgoals,
until some level of detail is found at which we decide to stop. We thus end up
with a hierarchy of goals and subgoals.
The example can be laid out to expose this structure:
produce report
gather data
. find book names
. . do keywords search of names database
<<further subgoals>>
. . sift through names and abstracts by hand
<<further subgoals>>
. search sales database
<<further subgoals>>
layout tables and histograms
<<further subgoals>>
write description
<<further subgoals>>
We can go on decomposing tasks until we get down to the individual hand and
eye movements of the user, or we can stop at a more abstract level. In a similar
way, we can start our analyses at different points in the hierarchy of goals.
Different design issue demand different levels of analysis. the most abstract task
is referred to as the unit task. The unit task does not require any problem-solving
skills on the part of the user.
2. Describe GOMS model for the hierarchical structuring of user’s
task and goal structures.
A GOMS description consists of these four elements:
Goals: These are the user’s goals, describing what the user wants to achieve. Further, in GOMS
the goals are taken to represent a ‘memory point’ for the user, from which he can evaluate what
should be done and to which he may return should any errors occur.
Operators: These are the lowest level of analysis. They are the basic actions that the user must
perform in order to use the system. There is still a degree of flexibility about the granularity of
operators.
Methods: As we have already noted, there are typically several ways in which a goal can be
split into subgoals. For instance, in a certain window manager a currently selected window can
be closed to an icon either by selecting the ‘CLOSE’ option from a pop-up menu, or by hitting
the ‘L7’ function key. In GOMS these two goal decomposition referred to as methods. so we
have the CLOSE-METHOD and the L7-METHOD:
GOAL: ICONIZE-WINDOW
. [select GOAL: USE-CLOSE-METHOD
. . MOVE-MOUSE-TO-WINDOW-HEADER
. . POP-UP-MENU
. . CLICK-OVER-CLOSE-OPTION
GOAL: USE-L7-METHOD
. . PRESS-L7-KEY]
The dots are used to indicate the hierarchical level of goals.
Selection: From the above snippet we see the use of the word select where the choice of
methods arises. GOMS does not leave this as a random choice, but attempts to predict which
methods will be used. GOMS captures this in a selection rule for Sam:
User Sam:
Rule 1: Use the CLOSE-METHOD unless another rule applies.
Rule 2: If the application is ‘blocks’ use the L7-METHOD.
A typical GOMS analysis would therefore consist of a single high-level goal, which is then
decomposed into a sequence of unit tasks, all of which can be further decomposed down to the
level of basic operators:
GOAL: EDIT-MANUSCRIPT
. GOAL: EDIT-UNIT-TASK
repeat until no more unit tasks.
In particular, the aim of hierarchical task analysis is to produce task decompositions, which
would be similar (but in a different notation). Analysis of the GOMS goal structure can yield
measures of performance. The original GOMS model has served as the basis for much of the
cognitive modeling research in HCI. It was good for describing how experts perform routine
tasks.
1. Size Perception: When designing visualizations, it's crucial to consider how the size
of visual elements influences perception. For example, in a 2D histogram, the area of
a bar is perceived as its size, not just its height. Therefore, accurately representing
data proportions requires adjusting the width and height of bars accordingly. In the
given example of family groups at a fun fair, displaying the height of the column
proportional to the percentage of families accurately reflects the distribution of family
sizes.
2. Proportional Representation: Visualizations should accurately represent proportions
of data to avoid misinterpretation. In scenarios where data ranges are large, using non-
linear scales such as logarithmic scales may be necessary to maintain proportionality.
For instance, when visualizing population data on a map with 3D columns,
representing the heights of the columns proportional to population density ensures
that larger areas or volumes represent larger data, preventing distortion or
exaggeration.
3. Avoiding Misleading Visual Cues: Design choices should avoid misleading visual
cues that distort the perception of data. For example, in the context of representing
population data, using the height of 3D columns to represent population size directly
may lead to a single enormous block for countries with large populations like China.
Instead, using population density to determine column heights ensures that the
visualization accurately reflects population distribution without overwhelming visual
elements.
The passage of time itself can be utilized as a visualization tool, with temporal changes in
data replayed or mapped onto spatial dimensions. For instance, animations showing
successive cross-sections of 3D objects over time provide insights into internal structures,
such as in the Visible Human Project.